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Old 12-03-2012, 01:42 PM   #18
koteko
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Re: A huge grid world

I'm actually quite sure I want to avoid things like labyrinths and loops like I used to see in Diku-style MUDs. I'd like the world to be well mappable and, as said, colonizable, and the "physics" of the world to be coerent and deterministic.

The magic system allows the users to create these same effects, temporarily (for example, somebody can install a trap door for his room, and anyone who enters it get teleported to a cage at the top of his tower. An expert mage can instead disable it, reverting it to the normal effect).

I will think however if it makes sense in my case to create such a distinction. Thank you for pointing that out
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